Ilias48rus
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Posts posted by Ilias48rus
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Thank you, definitely helps.
1. copy.
2. (pressing RMB on some item in list for example and menu with buttons popping up and functions on the buttons should understand what item was "'RMBed'")
Few more questions:
2.1. How to add buttons and other controls to items in list? 2.1.1 How to make it all expandable?
3. will try, thanks.
thanks again ) .
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Sorry what "bumping" the theme, but is it so difficult questions what no one can answer?
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I'm working on GUI now, for system for armstalker project, i didn't worked with GUI yet and would very appreciate any help.
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Will put here some questions which will get on the work, appreciate any help and hope someone will can find something useful in the theme for their work.
Current questions is:
1.How to control 'what will be front | behind of something' ?
2.How to make creating list with buttons on right mouse click with passing to functions on the buttons information according to what item of the interface mouse was over at time of the click.
3.How to create list which will handle selecting, deselecting it's items instead of changing selected item? -
You can use commands to add and remove items on units and the ammobox.
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Can be done and there are some scripts to make an alternative inventory, but definetly not an easy task.
Thanks for explanation,
if its to difficult then another question, is it possible to store some information for exact item? (can be picked up few the items, each one should have own information)
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I guies the question is answered so sorry what using the theme, but i have a question:
Is it possible to simulate like some space in inventory bisy? Want to add new item to game, but it have difficult system for it, so it would be easier if it would stay in gui, but for it need to simulate weight and size in inventory.
Appreciate any help | ideas. -
Anyone know how to contact developer?
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Hey.
Began think about creating S.T.A.L.K.E.R. massive multiplayer on arma 3 and friend said about the project,Would like to: offer my help, and join.
Have skills in scripting and creating systems, as can be |mutants's, anomalies| ambient life, dynamical trading and others.
Good in generating ideas and can provide 'on way' help.
Perfectly known with S.T.A.L.K.E.R. world and pretty like it.
(its new profile)
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GUI creating from 0 tutorial.
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
https://youtu.be/peWWPO3zZB8
Creating GUI .
Everyone who whenever wanted to create a GUI - thats how to do it:
open GUI builder in game
press | ctrl , s |
choose "parent classes" , (write any name), |ok|,
| ctrl , v | in any text document
/|\
base (predefined) classes and "define" - variables (technically don't need, but maybe GUI builder will use them)
(here is all classes which GUI editor will use, but not all of them, to get full list open
|_|:|_|\Arma 3\Addons\ui_f.pbo\config.bin
with arma unbin tool and watch after 102 line),
include it in your mod's config.cpp or description.ext,
if you are working with dexcription.ext you'll need to insert there some variables defined in game (i saw only needeble "safezone" and "gui_grid", but hope the two lines will be all you'll ever need):
upper then your GUI s:
(if working with mod the definitions will be assessable)
create your GUI:
next: use GUI builder (use safezone "position type" (with "gui grid" something wrong), save as config) and insert:
or
(creating elements),
(additional information: RscMap
base class:
class RscMapControl { access = 0; idc = -1; type = 101; style = 48; x = 0.1; y = 0.1; w = 0.8; h = 0.6; moveOnEdges = 1; shadow = false; ptsPerSquareSea = 5; ptsPerSquareTxt = 3; ptsPerSquareCLn = 10; ptsPerSquareExp = 10; ptsPerSquareCost = 10; ptsPerSquareFor = 9; ptsPerSquareForEdge = 9; ptsPerSquareRoad = 6; ptsPerSquareObj = 9; showCountourInterval = 0; scaleMin = 0.001; scaleMax = 1; scaleDefault = 0.16; maxSatelliteAlpha = 0.85; alphaFadeStartScale = 0.35; alphaFadeEndScale = 0.4; colorBackground[] = {0.969, 0.957, 0.949, 1}; colorSea[] = {0.467, 0.631, 0.851, 0.5}; colorForest[] = {0.4, 1, 0.4, 0.3}; colorForestBorder[] = {0, 0, 0, 0}; colorRocks[] = {0, 0, 0, 0.3}; colorRocksBorder[] = {0, 0, 0, 0}; colorLevels[] = {0, 0, 0, 1}; colorMainCountlines[] = {1, 0, 0, 1}; colorCountlines[] = {1, 0, 0, 0.5}; colorMainCountlinesWater[] = {0.491, 0.577, 0.702, 0.6}; colorCountlinesWater[] = {0.491, 0.577, 0.702, 0.3}; colorPowerLines[] = {0.1, 0.1, 0.1, 1}; colorRailWay[] = {0.8, 0.2, 0, 1}; colorNames[] = {0, 0, 0, 1}; colorInactive[] = {1, 1, 1, 0.5}; colorOutside[] = {0.5, 0.5, 0.5, 1}; colorTracks[] = {0.84, 0.76, 0.65, 1}; colorTracksFill[] = {0.84, 0.76, 0.65, 1}; colorRoads[] = {1, 0.8, 0, 1}; colorRoadsFill[] = {1, 0.8, 0, 1}; colorMainRoads[] = {1, 0.6, 0.4, 1}; colorMainRoadsFill[] = {1, 0.6, 0.4, 1}; colorGrid[] = {0.1, 0.1, 0.1, 0.6}; colorGridMap[] = {0.1, 0.1, 0.1, 0.6}; fontLabel = "PuristaMedium"; sizeExLabel = "( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)"; fontGrid = "TahomaB"; sizeExGrid = 0.02; fontUnits = "TahomaB"; sizeExUnits = "( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)"; fontNames = "PuristaMedium"; sizeExNames = "( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8) * 2"; fontInfo = "PuristaMedium"; sizeExInfo = "( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)"; fontLevel = "TahomaB"; sizeExLevel = 0.02; colorText[] = {1, 1, 1, 1}; font = "PuristaMedium"; text = "#(argb,8,8,3)color(1,1,1,1)"; SizeEx = "( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)"; class Legend { x = "SafeZoneX + ( ((safezoneW / safezoneH) min 1.2) / 40)"; y = "SafeZoneY + safezoneH - 4.5 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)"; w = "10 * ( ((safezoneW / safezoneH) min 1.2) / 40)"; h = "3.5 * ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25)"; font = "PuristaMedium"; sizeEx = "( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.8)"; colorBackground[] = {1, 1, 1, 0.5}; color[] = {0, 0, 0, 1}; }; class Task { icon = "\A3\ui_f\data\map\mapcontrol\taskIcon_CA.paa"; iconCreated = "\A3\ui_f\data\map\mapcontrol\taskIconCreated_CA.paa"; iconCanceled = "\A3\ui_f\data\map\mapcontrol\taskIconCanceled_CA.paa"; iconDone = "\A3\ui_f\data\map\mapcontrol\taskIconDone_CA.paa"; iconFailed = "\A3\ui_f\data\map\mapcontrol\taskIconFailed_CA.paa"; color[] = {"(profilenamespace getvariable ['IGUI_TEXT_RGB_R',0])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_G',1])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_B',1])", "(profilenamespace getvariable ['IGUI_TEXT_RGB_A',0.8])"}; colorCreated[] = {1, 1, 1, 1}; colorCanceled[] = {0.7, 0.7, 0.7, 1}; colorDone[] = {0.7, 1, 0.3, 1}; colorFailed[] = {1, 0.3, 0.2, 1}; size = 27; importance = 1; coefMin = 1; coefMax = 1; }; class Waypoint { icon = "\A3\ui_f\data\map\mapcontrol\waypoint_ca.paa"; color[] = {0, 0, 0, 1}; size = 27; importance = 1; coefMin = 1; coefMax = 1; }; class WaypointCompleted { icon = "\A3\ui_f\data\map\mapcontrol\waypointCompleted_ca.paa"; color[] = {0, 0, 0, 1}; size = 27; importance = 1; coefMin = 1; coefMax = 1; }; class CustomMark { icon = "\A3\ui_f\data\map\mapcontrol\custommark_ca.paa"; size = 24; importance = 1; coefMin = 1; coefMax = 1; color[] = {0, 0, 0, 1}; }; class Command { icon = "\A3\ui_f\data\map\mapcontrol\waypoint_ca.paa"; size = 18; importance = 1; coefMin = 1; coefMax = 1; color[] = {1, 1, 1, 1}; }; class Bush { icon = "\A3\ui_f\data\map\mapcontrol\bush_ca.paa"; color[] = {0.45, 0.64, 0.33, 0.4}; size = 14/2; importance = 0.2 * 14 * 0.05 * 0.05; coefMin = 0.25; coefMax = 4; }; class Rock { icon = "\A3\ui_f\data\map\mapcontrol\rock_ca.paa"; color[] = {0.1, 0.1, 0.1, 0.8}; size = 12; importance = 0.5 * 12 * 0.05; coefMin = 0.25; coefMax = 4; }; class SmallTree { icon = "\A3\ui_f\data\map\mapcontrol\bush_ca.paa"; color[] = {0.45, 0.64, 0.33, 0.4}; size = 12; importance = 0.6 * 12 * 0.05; coefMin = 0.25; coefMax = 4; }; class Tree { icon = "\A3\ui_f\data\map\mapcontrol\bush_ca.paa"; color[] = {0.45, 0.64, 0.33, 0.4}; size = 12; importance = 0.9 * 16 * 0.05; coefMin = 0.25; coefMax = 4; }; class busstop { icon = "\A3\ui_f\data\map\mapcontrol\busstop_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1; color[] = {1, 1, 1, 1}; }; class fuelstation { icon = "\A3\ui_f\data\map\mapcontrol\fuelstation_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1; color[] = {1, 1, 1, 1}; }; class hospital { icon = "\A3\ui_f\data\map\mapcontrol\hospital_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1; color[] = {1, 1, 1, 1}; }; class church { icon = "\A3\ui_f\data\map\mapcontrol\church_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1; color[] = {1, 1, 1, 1}; }; class lighthouse { icon = "\A3\ui_f\data\map\mapcontrol\lighthouse_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1; color[] = {1, 1, 1, 1}; }; class power { icon = "\A3\ui_f\data\map\mapcontrol\power_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1; color[] = {1, 1, 1, 1}; }; class powersolar { icon = "\A3\ui_f\data\map\mapcontrol\powersolar_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1; color[] = {1, 1, 1, 1}; }; class powerwave { icon = "\A3\ui_f\data\map\mapcontrol\powerwave_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1; color[] = {1, 1, 1, 1}; }; class powerwind { icon = "\A3\ui_f\data\map\mapcontrol\powerwind_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1; color[] = {1, 1, 1, 1}; }; class quay { icon = "\A3\ui_f\data\map\mapcontrol\quay_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1; color[] = {1, 1, 1, 1}; }; class shipwreck { icon = "\A3\ui_f\data\map\mapcontrol\shipwreck_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1; color[] = {1, 1, 1, 1}; }; class transmitter { icon = "\A3\ui_f\data\map\mapcontrol\transmitter_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1; color[] = {1, 1, 1, 1}; }; class watertower { icon = "\A3\ui_f\data\map\mapcontrol\watertower_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1; color[] = {1, 1, 1, 1}; }; class Cross { icon = "\A3\ui_f\data\map\mapcontrol\Cross_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1; color[] = {0, 0, 0, 1}; }; class Chapel { icon = "\A3\ui_f\data\map\mapcontrol\Chapel_CA.paa"; size = 24; importance = 1; coefMin = 0.85; coefMax = 1; color[] = {0, 0, 0, 1}; }; class Bunker { icon = "\A3\ui_f\data\map\mapcontrol\bunker_ca.paa"; size = 14; importance = 1.5 * 14 * 0.05; coefMin = 0.25; coefMax = 4; color[] = {0, 0, 0, 1}; }; class Fortress { icon = "\A3\ui_f\data\map\mapcontrol\bunker_ca.paa"; size = 16; importance = 2 * 16 * 0.05; coefMin = 0.25; coefMax = 4; color[] = {0, 0, 0, 1}; }; class Fountain { icon = "\A3\ui_f\data\map\mapcontrol\fountain_ca.paa"; size = 11; importance = 1 * 12 * 0.05; coefMin = 0.25; coefMax = 4; color[] = {0, 0, 0, 1}; }; class Ruin { icon = "\A3\ui_f\data\map\mapcontrol\ruin_ca.paa"; size = 16; importance = 1.2 * 16 * 0.05; coefMin = 1; coefMax = 4; color[] = {0, 0, 0, 1}; }; class Stack { icon = "\A3\ui_f\data\map\mapcontrol\stack_ca.paa"; size = 20; importance = 2 * 16 * 0.05; coefMin = 0.9; coefMax = 4; color[] = {0, 0, 0, 1}; }; class Tourism { icon = "\A3\ui_f\data\map\mapcontrol\tourism_ca.paa"; size = 16; importance = 1 * 16 * 0.05; coefMin = 0.7; coefMax = 4; color[] = {0, 0, 0, 1}; }; class ViewTower { icon = "\A3\ui_f\data\map\mapcontrol\viewtower_ca.paa"; size = 16; importance = 2.5 * 16 * 0.05; coefMin = 0.5; coefMax = 4; color[] = {0, 0, 0, 1}; }; class ActiveMarker { size = 24; importance = 1; coefMin = 1; coefMax = 1; color[] = {0, 0, 0, 1}; }; };
can't be created under some other element by standard way (lowest in controls is uppest) you'll need to use controlsbackground class)
for first test can use the command:
For GUI is scripting commands too.
for use image in your GUI:
make, get, .. any image,
using some transparent background supporting editor (photoshop are fine) expand the background to get the picture's resolution == 2^p (512x512 , 1024x2048..),
can use "Imagetopaa" in b.i.'s tools to convert the picture to .paa,
make some element which supporting images (RscPicture,..),
write in "text" patch to the picture - if picture in mission's folder - from the folder without \ at start (t.paa , images\t.paa) , if in mod folder - (\|modname|\..).